So, I’m going to reiterate some of the stuff talked about in the PA Official Discord regarding T2 mex. Overall proposal is to decrease the amount of metal produced by the T2 metal extractor. I've juggled around with some numbers in my head, decreasing T2 mex income from 20m/s -> 12 or 14m/s, but that's just an idea. A big point of contention is T2 rushing in the current meta. A lot of it boils down to whether it’s a good idea (does it make the game more interesting?), and whether any reasonable increase in the price of the factory will actually deter players from rushing it (generally, no). Quitch brings up a good point about this: “what merit is there to an artificial extension of a tier's dominance? What does it bring? What new avenues for strategy does it open?” I would reason that the answer is that it doesn’t bring any merit to the game, and that adjusting the price of the T2 factory is not the way to go with regards to adjusting the game’s current T2 dominance. With that in mind, I would also reason that the largest issue with T2 at the moment comes from the economical dominance and less so about unit dominance (while still an issue I believe, it’s just not the most pressing one). Right now, T2 eco has an overwhelming advantage over T1 metal to the point that having more map control is all but obsolete in the face of a few T2 mex. Brings up the issue of “why bother with map control when T2 metal does it all for you”. For example, The Ardennes has 79 metal total with 13 metal at your spawn. In a normal game you’ll have around 12 – 18 (depending on the size of a map) T1 mex by the time you start work on your T2 for a total of ~120 metal or so. Which is a fine number that will continue to increase and/or decrease as you raid and get raided. Come 7 minutes into the game and you got your T2 factory out and by 8 minutes, you’ll have your T2 fabber. By the time you start getting those T2 mex building, your eco will begin to explode until you have 351 metal only on the 13 mex you built inside your base. In an ideal expansion situation on this map, you’ll have secured 33 T1 mex, for a total of 231 metal. In a match where you absolutely go ham on expanding, you could hope to have secured 45 T1 mex, for a total of 315 metal. I think you can see where I’m going here. Obviously a player who could manage to expand out and reach 45 T1 mex on The Ardennes wouldn’t only be going T1. They’d be upgrading to T2 and getting the T2 mex same as any player. However, while the expansion game heavily favors the player who doesn’t rush T2, if you're rushing T2 at 5 and a half minutes anyways, you'll be done with your mex by 10-11 minutes. In an evenly matched game, people will be expanding and such so having full map control because your opponent rushed T2 isn't something you could ever hope to expect in an actual 1v1. If you build enough T1 then eventually you'll outproduce his 4 or 5 T1 factories and you will surely secure map control, but you'll ultimately be behind by the time they get T2 eco rolling out. That's the issue. Those 10 T2 mex will keep you going through thick and thin. End of the day, map control doesn't matter if you're building T2 eco. If you opt for forsaking T2 until a little later, but your opponent still rushes it out, the T2 mex will quickly outproduce your T1 map control in no time. T2 mex is too strong for T1 to have much if any relevance in games. The thing is that every player rushes T2, so keeping T2 mex alive isn't hard when T1 pressure on the main base is next to impossible. It also doesn't help that the commander's AA has been buffed significantly so air sniping T2 fabbers is an extremely costly objective with T1 air. Drops are also a thing, but so are fabber trains. Also, with point defense being so cheap and quick to build, there’s little in the way that you can do in sniping T2 fabbers. So since you can’t stop T2 fabbers, can’t kill T2 mex, and can’t out eco a T2 rush with T1 map control, I’d say that addressing the explosive power of T2 mex is in order. With all that said, I think it’s reasonable to assert that T2 mex are the underlying issue of T2. Increasing the cost of T2 has never addressed this issue and likely never will since the boon of T2 mex is far too powerful when a T2 factory is ultimately a meager investment towards that goal. To restate, the issue is about the futility of T1 macro and early game map control in the face of T2 eco. In my opinion, T1 eco should be the crutch by which you support your T2 factories, not a crutch to be discarded once you build your first T2 factory. Ideally, T2 eco shouldn't instantly "fix" your economy as much as it should complement it. Lastly, T2 eco should be the means by which you transition into your late-game and not the be all end all of the mid-game through to late-game. ----------------- Anways, less of a "here's the data, go fix it" post and more of a general overview of what I find to be the largest issue right now. If someone wants to play with some numbers, please do. I plan on doing some number tweaking myself sometime this weekend with a follow up post. Thoughts?